Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
64 lines
2.3 KiB
C++
64 lines
2.3 KiB
C++
#pragma once
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#include "point3d.h"
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#include "vector2d.h"
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#include "resource.h"
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#include "notation.h"
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class Entity;
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//##########################################################################
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//##################### Reticle::ModelResource #######################
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//##########################################################################
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struct Reticle__ModelResource
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{
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Vector2DOf<float> reticlePosition;
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};
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//##########################################################################
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//########################### Class Reticle #########################
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//##########################################################################
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class Reticle SIGNATURED
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{
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public:
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enum ReticleState
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{
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ReticleOff, // Reticle is invisible
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ReticleOn, // Reticle is visible (may be more than one "on" state added later)
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};
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enum ReticleElements // these are bits that turn parts of the reticle on and off
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{
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FrontFiringWeaponsOn = 0x00000001, // Display Front firing weapons
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RearFiringWeaponsOn = 0x00000002, // Display rear firing weapons
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LeftFiringWeaponsOn = 0x00000004, // Display left firing weapons
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RightFiringWeaponsOn = 0x00000008, // Display right firing weapons
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WeaponsControlGroup = 0x0000000F, // Mask defining the weapons group
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TargetDesignatorOn = 0x00000010, // Display target designator box and direction arrows
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PrimaryHudOn = 0x00000020, // if set, you get the full hud, if not just a simple x
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AllEnabledGroup = 0xFFFFFFFF, // All bits on
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};
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Vector2DOf<float> reticlePosition; // screen position -1.0 -> +1.0
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ReticleState reticleState; // current state of reticle, graphic to display
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Logical pickPointingOn; // Pick point intersection testing on/off
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Point3D rayIntersection; // Current pickpoint intersection in 3d world
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Entity *targetEntity; // entity being targeted
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int targetDamageZone; // damage zone on the entity
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ReticleElements reticleElementMask; // controls what parts of the reticle are displayed
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Reticle();
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Logical
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TestInstance() const;
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typedef Reticle__ModelResource ModelResource;
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static ResourceDescription::ResourceID
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CreateModelResource(
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ResourceFile *resource_file,
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const char* model_name,
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NotationFile *map_file,
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const ResourceDirectories *directories,
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ModelResource *model = NULL
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);
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}; |